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I can understand being frustrated by continually speed boosting the team, but Speed Boost will have a significant effect on the effectiveness of the team -- mostly due to the Recharge buff. I consider SB to be a key power in the set and one of the main reasons to have a Kinetics character on the team.
Personally, if a Kin joins my team and won't SB the team, I generally make a note of the person and won't team with him again. I don't make a stink about it and generally don't say anything. I also won't kick somebody for that, but I can choose to avoid him in the future.
I use a series of binds that lets me SB the team by simply hitting a keypad key for each team member. To add ID, I hit the "0" key -- I don't bother with ID most of the time, but may use it on someone having knockback problems or to Un-Stun a teammate. -
Once you get Stamina slotted with SOs, you won't have nearly the endurance problems.
Spectral Wounds: 2 EndRdx is too much to me. Try 1 Acc, 3 Dam, 1 Rech, 1 EndRdx. For Blind, I would go with 2 Acc, 2 Rech, 1 Dam, 1 Hold or Endrdx.
Transfusion: Acc first, then heals and Rech. I would put more slots in this, even at the cost of SW or Blind.
Deceive: I prefer 1 Acc, 1 Rech. Then a Confuse (remember that enhancing a long duration power will have more effect). I like to 6-slot this power eventually, or 5 slot with the purple set.
Hasten: You could move it back to fit Stamina in by 20.
Superior Invis: Remember in low levels, the enhancments won't be as effective. By the time you hit SOs, your 2 EndRdx here will have a bigger effect. Still, you can turn it off during fights once they know you are there to save End. Once PA are out, they will draw the aggro.
Siphon Speed: 2 Acc, 1-3 Rech.
Teleport: You can drop a EndRdx from Teleport and use it somewhere else. Just don't be in a big hurry.
Siphon Power: I'd slot Acc first, then EndRdx -- it actually uses a lot of End. -
My Perma-PA Ill/Rad has been my favorite . . . I actually think he is faster than my softcapped BS/Shield. Stealthing missions with Deceive and PA is easy, and I don't bother to pull out Phanty unless I need to clear a path for leading a Hostage out.
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Quote:Just a quick little note for those of you trying to get those expensive recipes. I-18 brought the option of using Hero Merits to get those recipes, but it takes two Hero merits per LotG Recharge IO. Still, if you plan right and fit in Tip Missions as often as you can, you can save up the LotG Recharge IOs for when you can slot them. It is cheaper to earn them than to buy them.Thanks for the information, finally have my ill/rad up and running again, 350 million influ later, but lacking a few big ticket enhancements still. No Luck of the Gamblers yet.
If you think of Hero Merits to be worth about 100 regular merits each, the LotG Recharge is cheaper with Hero Merits than regular merits. -
Sorry I missed this thread earler. I liked Aquila's build, except I would slot a few things differently. I think Flash should be delayed until later in the build, after it can be slotted up with SOs. My Ill/Kin has Fly, but Teleport is a good choice. On my first Ill/Rad, I took Recall Friend/Teleport for a simple reason -- domestic tranquility. My wife was playing at the time, and she used to get lost a lot. Recall Friend let me 'port her whenever I got to the mission (or the room or whatever) first, which happened a lot. Eventually, I got used to Teleport. He still has Teleport on his second build. Adding in Hover makes it much easier to use, but now-a-days, you can use a Raptor Pack to avoid the power pick. If you are short on slots, you can easily get by with only 1 EndRdx in Teleport . . . but you may have to take your time between 'ports until you are just about to fall.
On Phantom Army, I suggest you slot 3 Recharge first, then 1 Acc, 2 Dam. You need to six-slot that power ASAP. The primary purpose of PA is as a distraction/control power. The Damage is a nice secondary effect.
I have to comment on the discussion on Deceive. I suggest you take a look at my Illusion/Radiation guide and the section where I discuss Deceive and the misconceptions around Confuse powers. Plus, even though you are Ill/Kin, the Illusion side of the guide will help you with slotting, understanding the powers and strategy.
Deceive is a long lasting single target control that draws no aggro. It lasts twice the duration as Blind, has higher accuracy than Blind, recharges slightly faster. Not only does it completely take the foe out of the fight, it makes the foe turn around and attack his buddies, helping you defeat the foes faster. Except for the fact that the animation is a little bit longer and it does not set up Containment, Deceive is across the board a better control power than Blind. And, most important, Deceive does not draw aggro. That means that you can Deceive several foes at the beginning of a fight without drawing their attention, making them use their powers to your benefit including buffs and debuffs in some cases.
As long as you do SOME of the damage to the target of a Deceived foe, you will get MORE XP THAN YOU EARNED by doing damage to the foe. Yes, if the Deceived foe defeats a buddy, then you get no XP for a foe that you did no damage to, so you didn't deserve any XP anyway. You do not LOSE XP from Deceive. You may see a reduction in potential XP you could earn if you did all the damage yourself, but you will defeat foes faster using Deceive. That means that you can complete missions faster and get those Mission Completion bonuses. In many circumstances, using Deceive will actually earn you more XP/Time than not using it.
Deceive really shines against certain tough foes. Deceive those Eidelons before the fight begins. Deceive the Embalmed Cadavers to make them explode their buddies. Deceive Tsoo Sorcerers to make them use their Slow and Hurricane powers on the Tsoo instead of you, or to make the Caltrops thrown by the Ink guys to only work on them and not you -- that will certainly increase your killing speed! There are tons and tons of examples where use of Deceive will help the team a huge amount, and Deceive makes playing solo almost easy.
Some people claim that Deceive is too slow on a steamrolling team, and that is a legitimate claim . . . if you are up against easy foes. But using Deceive on foes with AoE debuffs and controls will help even a fast team. Deceive is the best way to deal with the hated Sappers from the Malta. Deceive a Rikti Guardian, and he will use his AM to buff you instead of the Rikti. (I did this once on a solo Rikti mission -- I went through the mission trying to get as many AM buffs as I could, and was able to get 8 of them at one time!) And you can even deceive the Rikti Drones so they don't notice you when you invisibily go by them! -
We cut off HBO to save a few bucks (and because a few of its shows were irritating). However, this makes me think that I may want to turn it on again. I have loved the book series, and the only way it could be done on screen is with an HBO-type series -- it is far too complex for a movie and too adult for broadcast TV. The casting looks good, and seeing Martin (who has a lot of experience in film and TV) so happy with it makes me pretty hopeful that it will be done right.
I also keep wondering when Dance with Dragons will finally get published. I didn't read the series until a few months ago, but I want more, dammit! -
Quote:That was a while ago, but previously, Phantom Army would still run out of the area once the slick was lit -- which was silly, since PA are invulnerable phantoms. However, with Fire Imps, it meant that the Imps were mostly worthless while Oil Slick was lit since the Imps only have melee attacks. (It also doesn't make sense that Fire Imps -- made of fire -- would be afraid of fire.)It's my understanding that it has been partially fixed. Pets still won't go on it as long as it lasts, but they don't panic and run away, and they don't care about it once it expires.
I haven't spent much time on my Ill/TA since GR hit -- just ran one set of Tip Missions. But the couple of times I used Oil Slick Arrow with PA out, I noticed that PA didn't seem to run out of the area when Oil Slick lit up. I want to check to see if this is really a change. -
Quote:Some good points here but because of Conductive Aura, you want to be able to run into melee, not stay ranged. The aura is a big part of the endurance drain. This is why Elec/Rad is so popular, because the aura synergizes with Choking Cloud.One thing to point out. Controllers have a very nice setup with the pulsing sleep. Since sleep sets up containment and it pulses rather quickly it makes the AOE Immob very attractive. While meaningless on a team, solo it can be strong very quickly.
With some frankenslotting, you could get a nice mix of damage/end drain off it. Add a range boost into the mix (hello target AOE set) and you can do from a rather safe distance. The benefit is that it doesn't stop KB, if I recall correctly, so with jolting chain mobs be put on their *** and asleep before they can hit you back.
I am not saying its better on a troller, but I am suggesting that it is not as weak as some may think. It just doesn't have that raw damage some other sets put out. -
Quote:This is why I wrote the long section on Confuse powers in my Ill/Rad guide, hoping to inform the ignorant. The one or two times I have come across people who think Confuse is bad, I challenge them to read the section on my guide, and then read several of the other guides showing that Confuse powers actually increase the speed at which you gain XP. If the person continues to refuse to see reason, I make a note of them and never team with them again.Deceive is great and all for solo play. On Virtue, my ILL/Rad controller couldn't get on a team for a week after using deceive during a TF the week before. I was nearly begging someone for an invitation who was building a team for Moonfire a few weeks ago. He told me "I heard you use deceive and we don't want that!"
I told him, "If someone had a problem with me using it, they could have at least said something about it to me. I have powers of illusion not mind reading but I can read. Tell ya what, I'll take the power off the tray if that will work for you." He said 'okay' and we had a blast on Moonfire. My character is actually sought after now that people know I won't use Deceive on teams.
I know this won't sway your opinion about the power, Local Man, but know that some people are like that soup chef in a certain Seinfeld episode.
BTW, I've been using your guide to level my ILL/Rad and it's been fun so far. Thanks for sharing it.
I was on a team a while ago with a Plant Controller in the mid-20's, who didn't have Seeds of Confusion. I asked him, and he said he doesn't like confuse powers. I tried to discuss it with him, but he didn't care. I made a note and moved on as soon as I could. -
OK, let's take a look:
Spectral Wounds: It has an accuracy bonus of 10% -- you can probably get by with 1 Acc rather than two. Personally, I prefer to slot 1 Acc, 3 Dam, 2 Rech leveling up, but this is a power that benefits from IO sets to get a little of everything.
Blind: Standard slotting is 2 Acc, 2 Hold, 2 Rech. You mostly use it for setting up Containment, so Hold duration isn't as important as Recharge. You can also slot this for Damage, especially if you solo. Solo slotting can be 2 Acc, 2 Dam, 2 Rech. Again, IO sets let you fit EndRdx in without giving up other enhancements.
Deceive: Again, 2 Acc, 2 Conf, 2 Rech -- it has an Accuracy bonus, so the second accuracy is optional unless you use it a lot -- I do. The recharge helps if you want to stack it on a boss.
Snow Storm: Slow enhancements only affect run speed. This power is already just about at run speed cap that it only should get Slow enhancements if you have slots to spare. 2 EndRdx if you use it a lot.
Steamy Mist: It is a matter of taste whether you slot this for Defense or Resistance. I prefer Resistance -- it only resists 3 kinds of damage, but it does a lot for those three. I would only slot for Defense if you otherwise have a lot of Defense. You have chosen both Fighting and Leadership pools -- I would rather have control powers over Defense, but not everyone agrees with me.
Super Speed: With Super Speed, you can skip Group Invis and Superior Invis -- I did on my Ill/Storm. Those powers are nice if you are trying for a high recharge build, but for a common IO build, they are skippable if you have Steamy + Super Speed.
As MM said, slotting Damage in Freezing Rain is a mistake. All those numbers you see? They are actually a small fraction of 1, but the game shows it as a -1, making look like Freezing Rain is doing a lot more damage than it does. You will do better slotting for Recharge, then a little Defense Debuff and procs. The Achilles Heal proc works great here. Damage procs will do a lot more damage than slotting the power for Damage.
Phantom Army: Standard SO slotting is 3 Recharge, 1 Acc, 2 Dam.
Hurricane: The ToHit Debuff is a key part of this power. Slot it up with ToHit Debuff.
Phantasm: EndRdx is wasted, since you only cast this once in a while. -
Quote:I first tried Choking Cloud with my Ill/Rad. I quickly decided, "this power sucks!" (endurance, as well as usefulness) and respec'ed out pretty quickly. It wasn't until a while later when I rolled up a Fire/Rad that I decided to give it another chance. What makes Choking Cloud work is combining it with (a) some other kind of mez that lets you take initial control of the foes (like Flashfire or Cinders), and (b) some kind of PB AoE aura (Hot Feet, Arctic Air, Conductive Aura) that will work WITH Choking Cloud to increase the odds of it being effective. And then, it really isn't very good until fully slotted. But once it is fully slotted, it becomes a very effective tool for maintaining mez over a long time, to allow the foes to be defeated in safety. A Fire/Rad won't kill as fast as a Fire/Kin, but it will kill more safely just by standing there and letting Choking Cloud+Hot Feet and the Imps do the dirty work.I have found that I have plenty of lockdown without it. I have often seen Choking Cloud used to good effect by others, but I never felt the need or want for it on my Fire/Rad controller.
So, while I hated it on my Ill/Rad, I came (eventually) to love it on my Fire/Rad. But you have to change your playstyle and tactics to take advantage of it once it is fully slotted. -
You'd be surprised at how effective it is. When you can take 5 guys from the next spawn out of fight even before it begins . . . with one quick shot that recharges quickly, it is very effective control. Illusion is somewhat lacking in AoE control, and that proc turns a single target control into an AoE control power. I tend to use Deceive at the start of most battles to take out problem foes, and often hit a bunch more.
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Well, he said he likes Blasters. My recommendation is my usual recommendation for most new controllers: Try an Illusion/Radiation. Blind-Spectral Wounds will feel like blasting. Deceive and Invisibility makes is very safe. It works great solo or on teams. Ill/Rad is pretty easy to play moderately well, but can be a challenge to play really well.
And I happened to write a guide about that combo . . .
linked in my sig. My guide has lots of information to help folks new to controllers learn the details.
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One change i forgot to note: Replace the Confuse in Deceive with the Contagious Confusion proc. It turns the single target Deceive into an AoE confuse power some of the timeo . . . it is a great addition.
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Try this:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Ulterion: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Dmg-I(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(11), Dmg-I(11)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(31)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), LkGmblr-Rchg+(19), RedFtn-Def(31), RedFtn-EndRdx(40)
Level 10: Hurdle -- Jump-I(A)
Level 12: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Mrcl-Rcvry+(42)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), C'Arms-Acc/Dmg/Rchg(23), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(36), P'Shift-EndMod/Acc(40)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Super Jump -- Jump-I(A)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Fear/Rng(40), Abys-Acc/Fear/Rchg(42), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(45)
Level 30: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(50)
Level 35: Mutation -- RechRdx-I(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Ice Blast -- Empty(A), Empty(42), Empty(43), Empty(43), Empty(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run -
Quote:Uh, no, not really. I might try it for one, but the fast single target blast in the Fire and Ice APPs allow a fast attack chain of Blind-SW-Blast-SW. None of the PPP sets have that, and that Blast adds a huge amount to my damage.Mace Mastery. The single target blast does minus Resistance, the shield is defense based, and you get PFF (assuming they don't change that). On an Illusion Controller it's just ridiculous. An Ill/Rad or Ill/Cold could do an additional -18% Resistance, and even hide in PFF without taking Force Field. The only negative is some knockback (20% chance) in the AoE blast. I am guessing pretty much all Illusionists will be swapping to this PPP, because they can debuff bosses so the pets can destroy them. Oh, and no ugly shield like Ice or Stone.
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Quote:OK, fine. Do whatever you want, but many of those Membranes are actually WORSE than common IOs where you have them slotted. Here's a build that easily has Perma-PA, plus better Smash/Lethal defense.actually i do. I've all of these enhancements and sets. what i was looking for was not a critique on order of powers, what i was looking for was a way to shave off a few seconds for PA.
I chose my powers for a reason. I read your guide, it is good, but does not suit my needs.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
HoLLoW LiFe: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dam%(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40), Dct'dW-Rchg(45)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(40)
Level 4: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11), HO:Nucle(17), HO:Perox(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(13)
Level 8: Swift -- Run-I(A)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(29), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(34)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(45)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(19), Numna-Heal(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(29), P'Shift-End%(40)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(23), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(25), S'bndAl-Build%(25), S'bndAl-Dmg/Rchg(34)
Level 24: Lingering Radiation -- Acc-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36)
Level 28: Recall Friend -- Range-I(A)
Level 30: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(37)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Group Invisibility -- LkGmblr-Rchg+(A), RechRdx-I(42)
Level 41: Ice Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Mutation -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
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This was one of those events where most folks remember exactly where they were and how they felt. I was at work, and we stopped what we were doing to watch what was going on on a small B&W TV. We went home early, and just spent most of the rest of the day with the TV on trying to understand why this happened.
It turned out that a former schoolmate of mine was in Tower One. He wasn't someone I was close to, but it brought a bit of a personal impact to the tragedy. Even today, we have trouble understanding what would bring these terrorists to do such a horrible thing.
We should never forget the heroic acts of the emergency responders in New York. And we can't forget the great heroes who prevented the 4th plane from hitting its target. -
Quote:Yes, it works because it is slotted in the power itself, just like slotting for Damage or Accuracy works. And because you have 3 PA guys, the Chance for Build Up has a chance to hit with each attack from all three pets. The Build Up will than affect all three.The buildup from soulbound allegiance actually works for PA? I figured since they are unaffected by all buffs, it would apply to that as well (and it shows up as a buff on my MM pets when it procs).
I also recommend replacing the common Recharge with the Dam/Rech from the Soulbound set. With 4 Expediant Reinforcements, that slotting gives you capped Damage AND Rech, decent Accuracy and the added Regen bonus from the two Soulbounds.
and to Maxwell> I thought you were snarky to MM. She didn't have to respond to your build at all. She was nice enough to take the time to point out a significant weakness in your build. She may not have had time to do a full analysis like I did. I generally don't like to do a "rebuild" of other people's builds. I point out where there may be problems, and then let you do your own re-build with your own preferances. MM is always one of the most helpful people on these boards, and even if her response is short, it was worth listening to. When someone donates their time to help you out, even if you don't feel that their help was what you wanted, there is no need to be negative about it. -
Quote:I have several Fire Controllers including 1 50 and 2 in the upper 40s. I took my Ill/TA to 50 and have a lower level TA/A defender. But I haven't played a Fire/TA, mostly because I have this quirk about not wanting to combine a melee set with a ranged set. However, one of the main objections I had to the combo, the Oil Slick Pet bug, may have been fixed . . . I need to do more testing.I've just rolled a speculative Fire/TA troller band it occurred to me that Smoke and Flash Arrow are doing the same job - so whcih is better to leave out? Do they stack and if so what's the effect?
Anyone have any experinece of this build and can offer any comment? Both sets are powers I've never really taken so I'd be interested in your comments.
Flash Arrow has two aspects: a -Perception and a smallish but irresistable ToHit Debuff. Smoke does the same thing. The main reason to get both powers is because together, they stack the -ToHit Debuff to be a decent amount. The nice thing is that the -ToHit debuff cannot be resisted by AVs like other ToHit Debuffs.
A key question is your playstyle. Some Fire/TA players use Hot Feet for damage and run in and out of melee -- Super Speed is useful for this. Others don't use Hot Feet at all and stay at range. That's up to you. -
To me, Choking Cloud + Hot Feet is THE reason to play a Fire/Rad. No, it is not "redundant with Cinders." It works very differently. And I have a lot of experience with Fire/Rad -- one 50 on one server, and a 48 on another. If you have never used a fully slotted combo of Hot Feet+Choking Cloud, you are missing out on the main benefit of a Fire/Rad -- the ability to be a walkin', talkin' continual killing machine who doesn't have to always rely upon the AoE mez.
To properly slot Choking Cloud, you need to slot it for what it needs and not use it as a mule for bonuses. In my Ill/Rad guide I explain the mechanics of Choking Cloud and why it needs to be fully slotted for Hold Duration -- anyone who has not fully slotted the power to the ED max has not experienced the power to its full benefit. Then slotting in as much EndRdx as you can makes it easier to use all the time with Hot Feet. Before level 50, I recommend slotting it for max EndRdx, but at 50, you can get enough Recovery bonuses to drop it a little bit less than that.
Before level 50, I frankenslot the power with EndRdx/Hold from a bunch of sets, and then fit in the Lockdown proc. My level 50 ideal slotting is EndRdx/Hold, Hold, Acc/Hold/Rech and Chance for Smashing from the purple Unbreakable Constraint set, the Lockdown +2 Mag proc and a common EndRdx IO.
And let me tell you -- Earth/Rad is nothing like Fire/Rad. (I know something about Earth/Rad . . . see my guide linked below.) Fire/Rad is unique in being the single build in the game that can make the best use of Choking Cloud. I'm sorry that you did not use it while leveling up, since you missed out on one of the best aspects of the build. Solo, you can Flashfire+Fire Cages from range and run in to just stand there while the Imps party. If Flashfire is recharging, you can run in to use Cinders. Choking Cloud's strength is extending the initial mez to keep foes neutered while they die a slow death from Hot Feet. On teams, a good tank can often get the aggro and you may not even need Flashfire as often.
I like to keep EM pulse as a panic button, but I don't use it very often. However, I feel free to use Cinders whenever it is up, knowing that I have a back-up, superior AoE hold if things go downhill. EM Pulse is a better hold power than Cinders, but the -Recovery turns the EndDrain of Choking Cloud+Hot Feet into a blue bar drainer. Still, EM Pulse has its special uses -- when you want to get a huge number of foes who are spread out, or a bunch of Robots (it does damage to Robots) or if you need the -Regen. Most of the time, Cinders is enough.
I built my second Fire/Rad so that my buddies and I can have a team of Fire/Rads. You have never seen fast killing in this game until you have seen a full team of Fire/Rads running Hot Feet+Choking Cloud running around to kill everything in sight - including AVs. The stacking of those powers is amazing, and a team of Fire/Rads is faster than any snowballing team. Ask the people on the Fire/Rad superteam if Choking Cloud is a good idea. One post called their team the "OMFGWTFBBQ" team. -
Quote:here's my ill/rad build..PA is *almost* perma with this build, is there anything I can change slotting wise that will give me that extra % to get it perma? it's at 61.8s at the moment..
btw, there's a bug in mids that shows ice blast as the incorrect damage type for sets, decimation is basically postrion's blast recharge %.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
HoLLoW LiFe: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(15), Apoc-Dam%(37)
Level 1: Radiant Aura -- HO:Membr(A)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(40), DarkWD-Slow%(40)
Level 4: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Slow%(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(13)
Level 8: Swift -- HO:Micro(A)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 12: Hasten -- HO:Membr(A), HO:Membr(13), HO:Membr(15)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Enervating Field -- HO:Membr(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(40)
Level 22: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(23), S'bndAl-Acc/Rchg(23), S'bndAl-Dmg/EndRdx(25), S'bndAl-Build%(25), S'bndAl-Dmg(34)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(45), TmpRdns-Acc/EndRdx(45), TmpRdns-Rng/Slow(46), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Dmg/Slow(46)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36)
Level 28: Recall Friend -- HO:Membr(A)
Level 30: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(39)
Level 32: Phantasm -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-+Def(Pets)(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 38: Group Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(45)
Level 41: Ice Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 49: Mutation -- HO:Membr(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
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There is a LOT that can be done with your build. Take a look at my Illusion/Radiation guide, linked in my sig. Look down in the thread aways, and I posted my current Perma-PA build. I was able to get perma-PA with only one purple set -- a cheap one in Deceive (which you skipped -- big mistake in my book). You don't need those ultra-expensive Apocalypse and Ragnarok sets to get perma-PA.
I see a lot of things I would change, not only in your slotting but your Order of Powers, too. My guide explains why I feel certain powers should be taken at certain times. Several of your slotting choices are a bit odd. Why a Membrane in Radiant Aura? The only aspect of the Hami-O it uses is Recharge. 5-slot Radiant Aura with Doctored Wounds.
Three Membranes in Hasten? That's a waste. 3 Recharge IOs is far better. Another Membrane in Recall Friend? and Mutation? What -- you have a bunch of those hanging around so you want to waste them? -
Quote:I found the "trick" to Ill/TA is to group your Arrow powers together to reduce re-draw. I typically will Deceive one or two, then send out my PA. Then I stand back and fire off all my debuff arrows in a row: Glue, Acid, Disruption, PGA, and then I pick a foe (usually a boss) to hold with Ice Arrow. Then I go back to using my Illusion powers -- Blind-SW, Deceive, Spectral Terror if needed. The another round with the arrows -- whatever needs refreshing.I tried it this morning myself. Couldn't even get to level 10 before becoming sick at how slow Trick Arrow felt because of all the redraw.

When you do it that way, the redraw is not a problem.
Because PA is so good at drawing aggro, I really feel that Illusion is the best primary for Trick Arrow (even if TA is not the best secondary for Illusion).
And another correction to the list above: Spectral Terror is an immobile pet with an AoE Terrorize cloak, and a single target Terrorize (even though it looks like a cone, and it used to be).
And Superior Invisability is the best hero-side invisability, but Stalkers get better Invis than SI. -
Quote:Well, Furry is so cute and cuddly . . . Oh, you mean "Flurry?"Mmmm, why is Furry's damage so low under Super Speed?
I think I may go with Jump Kick. I've taken that before and it looks funny!
Flurry has the highest damage of all the pool powers. It just takes a while -- which doesn't matter much if the foe is held. I generally prefer Air Superiority -- it does a little less damage, but the knockdown can act as a control power. If you just used your single target hold when a foe decides that you need a smackdown, you can hit him with Air Sup, knock him down, and by the time he gets up, your single target hold should be up.
(It is pretty funny to see a Stone Tank in Granite Armor do Jump Kick . . . ) -
Quote:There are a few things I would do differently, but I can understand your choices. For example, I would take Hasten/Super Speed and throw a Stealth IO in Super Speed. That would let you drop the Invisibility pool. Also, if you go with the Ice APP, you need to understand that you are limiting yourself to only having your unslotted Origin power to light the Oil Slick. (Are there some temp powers out there that will light it? Not sure, but I know that the Nemesis staff and the Blackwand will NOT do it.)Appreciate the advice.
Given Local Man's advice, I decided to play from range, instead of focus on building around fighting from within the spawns with Arctic Air, focus on ranged -SPD so that I can continue to stay at range by outrunning them or locking them down.
Skipped Forstbite, given I will have two knockdown powers in Ice Slick and Oil Slick Arrow, one application of Frostbite would cancel out two other implicated AoEs.
Skipped Flash Freeze, took Poison Gas Arrow. One advantage I could find (in real numbers) to FF over PGA is the duration, FF a little over 22 seconds, PGA only 11 seconds. However, it is not enough to sway toward FF. UnicyclePeon made a good point about alpha-mez, but 11 seconds should be more than enough time. If not, 1-2 standard 50 Sleep IOs should solve the issue. Plus, of course, -20% DamDebuff.
Took both Chilblain and Block of Ice. Block of Ice is the ST hold, backed up by Ice Arrow for bosses. Chilblain will be the ST attack until 41, using Entangling Arrow to set up containment for it (had to find at least one good use of the power). This does mean my ST will be immune to the knockdown while he has so many immobs placed on him, but I can live with that, given he is still subject to the -Rech, and all his buddies are falling down around him.
With two holds, I could also slot two sets of Basilik's Gaze as early as level seven, and double up on ranged defense, recovery bonus, recharge time, and mez protection early game, though at the expense of early slots in other powers. (side but related note, money is not much of an issue, so long as the build does not have four purple sets, five LotG Procs, and the rest HOs, &ect)
Here is a power selection build, to see if I am started in the right direction. Feel free to tear it down.
Flash Arrow becuase there is nothing else that early.
Concealment pool to make solo easier.
No Glacier or EMP Arrow, for the same reason no Frostbite.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Chilblain -- Empty(A)
Level 1: Entangling Arrow -- Empty(A)
Level 2: Block of Ice -- Empty(A)
Level 4: Flash Arrow -- Empty(A)
Level 6: Hover -- Empty(A)
Level 8: Shiver -- Empty(A)
Level 10: Ice Arrow -- Empty(A)
Level 12: Ice Slick -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Acid Arrow -- Empty(A)
Level 24: Poison Gas Arrow -- Sleep-I(A)
Level 26: Arctic Air -- Empty(A)
Level 28: Disruption Arrow -- Empty(A)
Level 30: Stealth -- Empty(A)
Level 32: Jack Frost -- Empty(A)
Level 35: Oil Slick Arrow -- Empty(A)
Level 38: Invisibility -- Empty(A)
Level 41: Ice Blast -- Empty(A)
Level 44: Frost Breath -- Empty(A)
Level 47: Ice Storm -- Empty(A)
Level 49: Hibernate -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Also, I liked Freezing Point as a name quite a bit, but it was taken on my home server, Virtue, so will look for something similar. Good pun.
Of course, this is all before playing the two together, so I could be talking out of my notch.
I would definitely take EM Pulse Arrow. It is one of the best hold powers in the game. It has a large radius, long hold time, a huge amount of -Regen, does damage to Robots and no AoE accuracy penalty. The -Recovery penalty is fairly easy to deal with. I mostly use it as a "panic button" power, but have to use it every now and then just to show how awesome it is. Glacier is another power I would take. Yeah, it is PB AoE, but there are times that an AoE Hold is needed.
